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Mod Browser - The "Get Mods" button is now hidden if the user has disabled the steam overlay.

Civilizations and Traits

Ottoman naval upkeep is now fixed. Save games that were started before the fix will not be corrected.

German UA and Oligarchy social policy now work together correctly.

City States

Mercantile CS now only get a unique luxury for their first city (and not the cities they conquer). Unique luxury is removed upon capture (players can no longer get it by taking over a CS). Unique luxury is given back upon liberation.

Prevent double counting of resources when an improvement is gifted to a minor civ, then the minor civ techs up to activate the improvement.

Diplomacy

Research Agreement code was previously giving double-credit to research "overflows" (i.e. when you finished a tech and the extra research was being applied to the following tech). Now the credit toward a RA will be based on Science earned that turn.

Corrected an issue that caused the AI to attempt coups too often, when chances of success were too low. Also implemented a new factor: Attempting a coup in a location where there is no defending spy (the current ally does not have a spy there) is >=2x as likely to work as it would if there was a spy there.

Resurrecting a player will have both sides forget any denouncing that happened before resurrected.

Don't treat player as a deal breaker just for going to war with a player again.

Exploits

Do not let a player earn the 2 free techs from the Rationalism Finisher twice. Also removed the +1 Science from Libraries from that finisher.

If you intentionally starve your city by reassigning all your citizens to be unemployed, you won't end up with more citizens than you have population.

Religion

Fix Found Religion screen so you can't find out about civs you haven't met by mousing over the religion icons.

Correct "Peace Loving" belief so it doesn't negate other happiness benefits from religion.

Rebuild religious pressure in case it was corrupted in older save games.

Clarify Interfaith Dialog so it mentions that Prophets earn you science too (not just missionaries).

Scenarios

Removed notifications that appear at the beginning of the Fall of Rome and Mongol scenarios about lacking the proper strategic resources.

AI

Dutch now will build farms before polders are available.

Do not allow Carthaginian units to spawn on mountains.

Do not allow Carthaginian Workers to end turns on mountains.

AI will now build more workboats and will improve oil plots in the water.

Automated workers that don't have anything to do will not consume all their movement.

Allow rush built units to trigger the operation they were built for to proceed into Gather Units phase.

Fixed an issue where citizen management focus on Production (and possibly others) could lead to starvation.

Clicking on an unemployed citizen to set them back to work does not "unlock" locked citizen assignment.

The logic to recommend Artist improvement placement now does not count plots where improvements can't be placed, e.g. oases.

Add additional sanity checks for deceptive attacks. Previously, if an AI was choosing to deceptively attack, they would not check to determine if it was a good idea or not the moment before launching, which could result in “dumb” attacks.

Units

Fix unit de-selection so the mini-map indicator clears.

Better “Next Unit” selection. Previously, the camera would jump great distances to select the next unit that needs orders, when a closer unit was available.

Unit cycling improvement: when a unit is promoted, do NOT cycle immediately off that unit.

Change minimum area size for all naval units to 10 (from 20). That allows them to be built in the same cities as harbors, seaports (and great admirals) -- i.e. on any body of water not considered to be a "lake"

Fix advanced promotions for melee naval ships.

Restore missing Cover 2 promotion entries so it is available to units again.

Fix a hang if a (melee) unit advanced across the world wrap seam after a combat.

Correct Great Admiral AI placement bug that prevented it from selecting a valid coastal city of yours.

Unit list now re-sorts itself correctly when a unit is promoted.

Subs are no longer visible (all the time) in Hot Seat mode.

Don't give GG points from Barbarian ranged attacks.

Helicopters now take damage when ending their turn over mountains.

Interception promotions now help the right unit (had previously been reversed).

Evasion promotion helps the right unit (had previously been reversed).

Two top-of-screen messages added to explain what is going on with intercepts (one for if the attacking air unit is eliminated, and another if he is just damaged).

Fixed a unit movement issue that broke melee attacking from more than one hex away.

Added a check to make sure that after a city is disbanded (ex. razed), the units remaining on the plot are allowed to be there. If not (ex. naval units), then they are moved to the nearest valid plot.

Fix for barbarians that would not move the turn after they spawned.

Have Great Engineer pick both the wonder and the city it needs to be built in (the bug was that the AI could repeatedly try to build a wonder in a city that it couldn't).

Make sure Caravels and Destroyers always have the Withdraw before Melee promotion, even if you don't own DLC02.

Barbarians should now spawn in their camp if it is empty of combat units instead of beside it.

Optimization

Many performance improvements, particularly in the renderer.

Pathfinder fixes and optimization.

Text Bugs

Fixed several text bugs.

Misc

Fixed rare crashes that could occur depending on hardware.

Only the “alive” civilization capitals are tested for majority religion in "We are family" achievement.

Added missing Polish Dawn of Man audio.

Advisors: Messages concerning your people being unhappy/livid now display correctly (a bug was causing this to fire at the wrong time).

Economic Overview: Don't list diplomacy values as an expense and an income at the same time.

Fix auto-scrolling between turns. If a user was scrolling when a turn ended, or when combat ended, it would occasionally get “stuck” and continue scrolling.

Fix unit de-selection so the mini-map indicator clears.

BALANCE CHANGESGeneral

Reduced Happiness a bit from Mercantile City States. You no longer get +1 bonus happiness going from Friends to Allies (since you already get the luxuries then). And eliminated the +1 Happiness entering Industrial era.

Ballistics now requires Railroads. This will force the AI to get railroads before getting too deep in the tree.

Pillaging tiles now awards +25 hit points to the pillaging unit.

Tweaks to culture border growth:

Should get coastal resource tiles a bit sooner.

Should mildly steer towards tiles that are near unclaimed resources.

Should get resource tiles in rings 4 and 5 a bit sooner.

Austrian UA balance changes:

Increase the cost of a City-State by at least the amount of gold you will get from scrapping their units.

Must be ally for 5 turns before you can undergo a diplomatic marriage with a City-State.

"Yoink!" achievement is now: "As Austria, acquire a City-State with 15 or more units through Diplomatic Marriage."

Religion

Pilgrimage belief now gives +2 Faith per foreign city following this religion.

New peace deals. Now 9 AI levels instead of the previous 5 (so one new level added between each of the earlier ones). Peace levels are now:

0: White Peace (give up nothing)

1: Armistice (1/2 gold, 1/2 of max GPT)

2: Settlement (all gold, max GPT)

3: Back-down (all luxuries, all gold, max GPT, open borders)

4: Submission (all resources, all gold, max GPT, open borders)

5: Surrender (one city)

6: Cession (1/4 city value, 1/2 gold)

7: Capitulation (1/3 city value, all gold)

8: Unconditional Surrender (all but capital, all gold)

Peace deal code now prioritizes both cities that are close to winner's capital AND cities that were originally built by winning player (previously it was distance only).

Reduced espionage notification spam. Will only be notified of election and coup activities if you have met them and (have a spy in the city or are friends with them or have a relationship with them that is above the resting point.)

Added ability to liberate cities that are not owned by their founders or originally owned by the player. The player will receive a diplomacy bonus with the liberated player for liberating up to three cities. This liberation is not part of the "recalled to life" resurrection of a once annihilated civ. This functionality only runs if the city liberated is owned by a player that is alive. There are two ways to lose the diplomatic liberation bonus are:

Declare war on someone you have liberated cities for. You have to be the first player declaring war. This does not count defensive pacts or someone you liberated declaring war on you.

Capturing a city from someone you liberated. This case comes into play if A liberated a city of C's, then A & B have a defensive pact, C declares war on A & B, then A captures a city of C's. C will forget that A liberated any of their cities.

The AI will now liberate cities and resurrect players. There are notifications when the AI resurrects players and cities. An AI will resurrect another (non-human) player when they are trying to win a diplomatic victory. An AI will return a city if the original owner of the city has a defensive pact with the player and they are both at war with the previous owner of the city, or, the AI and the original owner have a declaration of friendship and the AI is going for a diplomatic victory.

Diplomacy: Peace treaty duration scales with game speed.

Quick: 10 turns

Normal: 10 turns

Epic: 15 turns

Marathon: 30 turns

Diplomacy: Declaration of Friendships/Denouncements now scale with game speed.

Quick: 50

Normal: 50

Epic: 75

Marathon: 150

Changed diplomatic globals:

The opinion thresholds (unforgivable/enemy/competitor/favorable/friend/ally) have been pushed farther apart. They were initally 50/30/10, now 80/40/15.

Diplomatic intrigue bonuses have been lowered by 1/2, from 20 to 10.

"Asked Stop Spying" penalty dropped from 20 to 10.

There are a number of changes to the duration of city-state interaction penalties, greatly reducing their duration.

With making deals, AIs will notify you when they're not willing to give enough on their side to make the deal work. This addresses some issues where you ask an AI to propose a deal and they say "we can't make a deal" and then you propose a lop-sided deal and they accept it. They will say "we aren't willing to give you enough to make this a fair trade."

Other civs won't warn about expansion unless the player has founded a city in the last 10 turns.

"We attacked your protected City-State" statements are now triggered by damage done (ex. killing a unit) rather than simply being at war. As a result, the statement should no longer be triggered by a quick succession of DoWs (such as those done automatically by a CS changing allies).

The AI will no longer ask other players to join in a war when they are already involved in at least one.

Units

Unit Balance Changes:

Drop Ironclad to 45 combat strength (from 50).

Remove +33% vs. Cities from Battleships.

Drop Gatling Guns to 30 Combat and Ranged Strength.

Make sure Air Ambush 2 and Air Targeting 2 work for fighters and bombers.

Carriers now get naval melee promotions instead of naval ranged.

Prize Ships Balance Change: 50% chance of converting ships with equal intrinsic combat strengths. Scales up and down (between 28% and 80%) based on relative intrinsic combat strengths of the two ships. Conversion chance if you do sink the opponent is shown in blue text on combat preview window.

Promotions: Push back Air Logistics promotion for Fighters and Bombers so it requires Bombardment 3 (not 2) or Air Siege 3 (not 2).

AI

If the AI is able to build the UN, but would not win based on the current vote breakdown, have the AI refrain from constructing it unless conditions change.

AI adjustments to Wonder build priorities.

Tactical AI Improvement: Spend more gold on defense. AI will now spend gold at their cities where tactical dominance is EVEN (before it had to be enemy-dominated). AI will now also spend money on naval and air units for defense in such cites (before it was only land units and defensive buildings).

Changes to AI settling:

Expand the ring search.

Flatten the value of rings a bit so that tiles in the further rings are worth a bit more.

Make the default preferred spacing further for players not going for extreme expansion.

Lower the value of tiles a bit so that the AI is a bit pickier about settlements.

AI will try to reclaim lost settlers and builders.

AI will no longer wait forever for a settler escort.

Minor tweak to settlement location.

More aggressive offshore expansion.

Do not give priority to bonus resources in rings 4 and 5 when deciding next tile to grow towards.

Tweak to AI settle to reduce bonus of tiles in rings 4 and 5 if already owned.

Small change to make Haile Selassie less keen to expand wide.

AI will now consider annexing cities it has conquered.

The AI will not consider annexing if it is trying to win a culture victory or their empire is currently unhappy.

Increased happiness flavor for circus to match Colosseum.

Tactical/Homeland AI Improvement: Do not heal if under enemy ranged fire (that is making you lose more HP per turn than you can heal).

Allow AI to capture civilians more than 4 hexes from their cities.

Have AI build its units for sneak attack at a slightly higher priority if at high difficulty levels.

Resource icon stacking. At lower resolutions, the resource icons clip into the date display along the top. We now hide the part of the list that clips if it’s too long, and instead, the player can mouse-over the list to see all the resources.

Better timing for pop-ups (finding ruins, etc.).

Auto unit selection improvements:

On load, only cycle to the next unit if the currently selected unit is not ready for selection.

Swap the direction that the CycleRight and CycleLeft buttons move the selection in the cycle list.

When closing the city screen. Re-select the last unit that was selected.

If the player has auto-unit-cycling off, don't auto-select the unit that is blocking the end turn.

Further refinement to pop-up reordering. Pop-ups should now "feel" correct each turn (in the right order, at the right time).

Don't prompt the player when removing fallout. Just do it. The prompt incorrectly referred to the action as removing an “improvement”.

General

Switch a number of Great Merchants to Great Admirals. Add Great General: Hannibal and Great Merchant: Jakob Fugger.

Optimized overlay system (culture borders, etc.). This system is now making half the draw calls that it did before.

Flavored all the civs for anti-air and air-carrier.

Add a combat weapon parameter that allows for a projectile that is not going to do any damage to have a "miss" radius. The helps spread out projectiles when there are a lot of attackers, but only one or two targets.

Modding: Fix the hard-coded length of the promotions boolean array.

Modding: Provide a way for Lua to query if the UI is in "Touch Screen" mode UI.IsTouchScreenEnabled().

WIN8 AND ULTRABOOK

Many performance optimizations specifically targeted to Ultrabooks with Intel Core processors with HD Graphics. NOTE: You will want to update your Intel video driver if you are running Intel HD Graphics.

New launcher button for Windows 8 Intel touch-enabled version.

Touch/Gesture Support:

New “gesture” menu button on main menu, and when you bring up the main menu in-game.

New “gesture” menu button on main menu, and when you bring up the main menu in-game.

New sliders to control zoom and momentum speed in Options menu.

Single finger tap for all UI buttons.

Single finger drag for scroll bars or two fingers together swiping to scroll menus by gesture.

Single-finger touch and drag to see tool-tips (terrain, UI, etc.).

Pinch and expand finger for camera zoom.

Two fingers dragging together moves map.

Three finger tap is “escape” (from other menus, or to bring up Main Menu).

Unit Control:

Single-finger tap to select unit, and then drag to issue a movement order, or...

Double-tap to enter “movement mode”.

Once in movement mode, single-tap on destination to issue an order, or touch and drag to preview movement path.

Multiplayer now using the same AI move caching as single player, improving turn-times significantly.

Lobby improvements: We now display game details in the lobby list (players in each game, map size, map type, DLC required, etc.).

Host can now kick players from the staging room when loading a save (if a player cannot return to a game, the game can now be continued by the rest of the players).

Found and corrected additional causes of Out-of-Sync.

Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to auto-heal it.

Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to generate endless City Strikes.

Exploit: Corrected an exploit that allowed a player to “lag” the UI to gain multiple free techs.

[UI]

Change “Load Game” save sorting to be “Last Modified” by default.

[BUGS]

When scrapping a unit, make sure any “cargo” units are scrapped as well.

When a unit is destroyed that is carrying another unit, make sure to kill both (missiles sometimes lingered).

Corrected a bug that was causing eliminated Civ’s to not generate notifications correctly.

Changed notification language for when a Research or Trade deal is cancelled due to the AI running out of funds to pay for it (per-turn deal), or are eliminated. It was currently displaying a “because of war” notification which is incorrect.

Corrected an issue that could cause unhappiness from city count and number of specialists to become incorrect over the course of a long game.

Changed Frigate obsolete tech to Combustion.

Fixed Korean science building exploit.

Fixed a problem with City Strike that gave the user the impression that they could not end their turn, when in reality, city strike was still active.

Crash: Fixed a crash that could occur in hot-seat when exiting to the main menu.

Crash: Fixed a crash that could occur when a unit was eliminated by standing too close to a Citadel.

9/2/2011[HOT-FIX]

"Please Wait" hang. There can be certain situations where an automated or sleeping unit is activated by the presence of an enemy unit. When this happens, the "End Turn" button incorrectly displays "Please Wait" rather than "Unit Needs Orders", giving the player the appearance that the game is hung. This has been corrected.

Corrections to Korean and Japanese legal screen functionality.

1.0.1.383Released 8/11/2011[UI]

Prevent creating duplicate great people by lagging the free great person UI.

Yield modifiers of buildings from policies are now shown in the tooltip of that building in the choose production UI.

Production tooltip in City View now displays the production penalty (usually -10%) for when the player has too many units than they can support.

The checkboxes for the mini-map panel now correctly reflect the state of the options (even if these options were toggled while the panel was hidden).

Unhappiness is now broken down between regular population and population from puppet cities.

[GAMEPLAY]

Slightly reduce the bias to sneak attack.

"City must not be in Plains" requirement for Stone Works now functions properly.

Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.

[TACTICAL AI]

Found and corrected a likely cause of having the AI send Great Generals out unescorted to "defend" tiles.

AI will avoid using land units for an operation if they are currently on a different continent than the muster point.

If attacking over land, add extra emphasis to nearby targets (reduce the chance that the AI will bypass closest cities).

[MULTIPLAYER]

Multiple out of sync causes found and fixed.

Add an Invite button on the Staging Room screen for the host.

Add a network message when force-quitting the game. Should eliminate the tedious wait for a network timeout when a player quits like this.

Host can now change the game set-up options in the lobby (except DLC) after a group has been gathered.

Player can now manually save a game while in multiplayer.

Player can now “un-end” their turn in multiplayer. This includes performing any new actions, like giving a unit a new order, opening a city screen, or clicking on the "Please Wait" button after previously ending their turn.

Ping times now displayed in the Player List UI (click the player list to expand, exposing the ping times, and then click again to hide them).

Hot-Seat: City State screens now update properly when switching players.

[BALANCE]

Pyramids now grant 2 free workers when built instead of 1.

Brandenburg Gate now gives 15 XP to units built in the city in addition to the Great General.

Taj Mahal now gives 4 Happiness in addition to a Golden Age.

Seaport now gives an additional gold on sea resources and increases naval unit production by 15%.

Harbor no longer increases naval production by 15%.

Aristocracy now gives 1 happiness per 10 citizens in a city in addition to 15% production towards wonders.

Landed Elite now gives 2 food and 10% growth in the capital (stacks with Tradition Finisher).

Trade Unions now reduce road/railroad maintenance by 33% (up from 20%) and adds 1 gold to Harbors and Seaports.

Balance tweaks to New World scenario.

[MODDING]

Installed Mods panel (in Mod Browser) will now display which mods have updates available online w/ a link to view that entry.

[BUGS]

Multiple minor bug fixes.

1.0.1.332Released 6/28/2011[UI]

Prevent creating duplicate great people by lagging the free great person UI.

Yield modifiers of buildings from policies are now shown in the tooltip of that building in the choose production UI.

Production tooltip in City View now displays the production penalty (usually -10%) for when the player has too many units than they can support.

The checkboxes for the mini-map panel now correctly reflect the state of the options (even if these options were toggled while the panel was hidden).

Unhappiness is now broken down between regular population and population from puppet cities.

[GAMEPLAY]

Slightly reduce the bias to sneak attack.

"City must not be in Plains" requirement for Stone Works now functions properly.

Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.

[TACTICAL AI]

Found and corrected a likely cause of having the AI send Great Generals out unescorted to "defend" tiles.

AI will avoid using land units for an operation if they are currently on a different continent than the muster point.

If attacking over land, add extra emphasis to nearby targets (reduce the chance that the AI will bypass closest cities).

[MULTIPLAYER]

Multiple out of sync causes found and fixed.

Add an Invite button on the Staging Room screen for the host.

Add a network message when force-quitting the game. Should eliminate the tedious wait for a network timeout when a player quits like this.

Host can now change the game set-up options in the lobby (except DLC) after a group has been gathered.

Player can now manually save a game while in multiplayer.

Player can now “un-end” their turn in multiplayer. This includes performing any new actions, like giving a unit a new order, opening a city screen, or clicking on the "Please Wait" button after previously ending their turn.

Ping times now displayed in the Player List UI (click the player list to expand, exposing the ping times, and then click again to hide them).

Hot-Seat: City State screens now update properly when switching players.

[BALANCE]

Pyramids now grant 2 free workers when built instead of 1.

Brandenburg Gate now gives 15 XP to units built in the city in addition to the Great General.

Taj Mahal now gives 4 Happiness in addition to a Golden Age.

Seaport now gives an additional gold on sea resources and increases naval unit production by 15%.

Harbor no longer increases naval production by 15%.

Aristocracy now gives 1 happiness per 10 citizens in a city in addition to 15% production towards wonders.

Landed Elite now gives 2 food and 10% growth in the capital (stacks with Tradition Finisher).

Trade Unions now reduce road/railroad maintenance by 33% (up from 20%) and adds 1 gold to Harbors and Seaports.

Balance tweaks to New World scenario.

[MODDING]

Installed Mods panel (in Mod Browser) will now display which mods have updates available online w/ a link to view that entry.

[BUGS]

Multiple minor bug fixes.

1.0.1.332Released 6/28/2011[NOTES]

Pacing has received a large amount of work. Expect to have more of a challenge managing your empire at higher difficulty levels than you did before. Consider dropping a difficulty level if you have problems.

Existing saves will work correctly. However, the balance pass may make your existing happiness lower than expected when loading into your existing save post-patch.

[UI]

Civilopedia now available in the Main Menu (under “Other”)

Replay is now available at the end of the game, and through the main menu. You can choose Map, Graphs, and turn-by-turn. Only games played post-patch will apply.

Correct issue that was causing late-game continent-bound AI’s to over-build units intending to invade, and never properly execute the amphibious invasion.

Scale recommended army sizes based on difficulty level.

AI grand strategy and flavor weighting balance pass.

AI policy choice weighting balance pass.

AI tech choice weighting balance pass.

[GAMEPLAY]

Player is now given the option to return a CS worker that they free from barbarians.

Roads under captured cities no longer charge maintenance.

Machu Picchu no longer destroyed when capturing a city containing Machu Picchu.

Fixed Oligarchy bug that was causing the effect to expire when loading from a save. (Added 6/24)

[MULTIPLAYER]

Multiplayer AI is now consistent with Single Player AI.

Hot-Seat is now available through the multiplayer menu.

You can have as many humans playing as available slots in the game.

Password protection is built in.

All maps, including purchased and user-created, are available to play in Hot-Seat.

While play-by-email is not yet implemented, we did include an in-between turn saving option for those that want to play via email.

[BALANCE]Mechanics

Policy “Finishers” added to all 10 policy trees. Taking all policies in a tree will grant an additional bonus effect. See policy notes below for more information.

Tweaked Policy cost formula (cheaper earlier, more expensive later).

Reduced per-city Policy cost increase by 50%.

Culture from City States tweaked (less early, more later).

Killing a barbarian for a city state now gives 12 influence (was 5).

Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).

Unhappiness per city increased to 3 from 2.

All great person tile improvements now connect all strategic resources.

Reduced Culture from Goody Huts to 20 from 30.

Defense penalty and city assault bonus promotions are now lost with upgrade.

Research agreements now give a tech boost instead of a free tech. Tech boosts start at 50% of the median value of all techs you can research. Can be boosted to 100% if you both start Rationalism and build the Porcelain Tower.

Terrain, Resources, and Improvements

New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.

Map generation improvements to integrate Stone into production-poor terrain, reducing the temporary usage of Cows. Additionally, will switch grass bonus resources from Cows to Stone when production is needed.

Marsh and Fallout terrain penalty reduced from -33 to -15.

Academy yield increases with Scientific Theory.

Customs House yield increases with Economics.

Manufactory yield increases with Chemistry.

Marble wonder production mod reduced to 15%.

Luxury resources now give 4 Happiness, down from 5.

Remove penalty for improving Tundra, Snow and Desert.

Railroad improvement now takes 3 turns, down from 7.

Scrub Fallout now takes 2 turns, down from 5.

Repair improvement now takes 2 turns, down from 3.

Well improvements now remove jungle/forest/marsh.

Buildings

New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone.

Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.

Tactical AI: Early game AI tweak to allow occasional sneak attack.

Tactical AI: Improvements in civilian and embarked units targeting.

Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.

Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.

Tactical AI: Changes to more effectively use Great Generals offensively.

Tactical AI: Citadels now project danger.

Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.

Tactical AI: AI will now pillage undefended citadels.

Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.

Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with. Prevents confusing pop ups.

Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue.

Operational AI: Fix muster radius for gathering a naval invasion. Invasions won't get stuck trying to gather and will get moving to target sooner now.

Units: Air units must be in a city to upgrade, and no sneaky "I'm on a carrier in the city" either.

Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.

Terrain Improvements: Allow Moai to be built over top of resources.

Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.

Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.

City Management: When selling a building, ensure that all citizens are properly removed.

City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.

City Management: Fix for an issue that was causing workers to go missing when population went down.

City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.

Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.

Units: City States in games started in the industrial/modern era now correctly produce workers as needed.

UI

Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.

Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.

Pre-Game: Multi-player maps added to Single-player as well.

Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.

Pre-Game: Using ":" in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.

Notifications: Fix notifications that arise after a city is liberated so they show the name properly.

Notifications: Extra DOF expiration notifications removed.

Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.

Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).

Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.

Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.

Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).

Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire. Instead just continue to show the count.

Production: City connected by railroad production bonus now correctly displays across all UI.

Pre-Game: Civillization Name in Load Menu is now truncated if it's too large.

DIPLO

Don't allow research agreements if one party has finished the tech tree.

Correct opinion code so we can get outcomes of friendly or allied.

Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.

WORLD BUILDER

Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.

Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.

Fix permanent war setting in the WB so that it reflects properly in the game.

MODDING

Support for disabling the Happiness system.

Support for disabling the Science/Research system.

Support for disabling Social Policy acquisition.

Support for disabling the Tutorial system.

Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.

Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.

Add "CityCanConstruct" Lua hook.

Exposed LoadString to Lua scripts.

ACHIEVEMENTS

Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.

Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.

Fixed issue that was keeping the Barbary Coast achievement from firing.

Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.

Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.

SCENARIOS

Mongol: Disable all victory conditions except domination.

Disable tutorial across all Scenarios.

CRASH

Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.

Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).

Fix to "Moai on the edge of the map" crash.

Prevent CvDiplomacyAI:oUpdateEstimateOtherPlayerMilitaryThreats from doing a divide by 0 (caused by a city having more damage that hit points).

Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.

Fix bad cast of PlayerType to TeamType (and resulting crash).

Fix random map selection in multiplayer, which could cause a crash.

Additional crash protections

1.0.1.221Released 3/28/2011MISC

Support for Korean localization

1.0.1.217Released 3/1/2011ENGINE

Significant turn time improvements.

Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.

Memory leak – UI – Change the way the UI Manager calculates the hash of a texture so that different ways of specifying the same texture will not load the same texture more than once.

Memory leak – DLL – Fix memory leak in DLL Args system

CRASH/TURN SPIKE

Correct coding error that could cause turn-time spikes, incorrect deployments for protected bombard attack, or incorrect deployments as armies marched across the map

USER INTERFACE

Add combat summary when a city bombards a unit

Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player

Embarked units no longer look like they have 500 strength

User warned if about to declare war on a city state that is under protection of a major power

GAMEPLAY

Taper off benefit of excess food when building settlers

City-States now recognize when a road is connected for their road-connection quest.

Golden Ages now provide +20% production per city rather than +1 hammer per tile

STRATEGIC AI

Prevent AI from building too many AA units

Don't allow CSs to build Manhattan Project

AI calculation of enemy military might are tweaked based on size of enemy gold reserve

AI calculation of enemy power now takes into account promotions

DIPLOMATIC AI

Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.

Denunciations expire after 50 turns

Declarations of Friendship expire after 50 turns

MODDING

Added support for policies that provide culture from kills

Added support for policies that provide extra culture from cultural improvements

Added support for policies that provide extra embarked movement

Added support for policies that provide free Great People

Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version.

When you click on a mod in the online browser, you may now use a dropdown to select a previous version.

Added Line Control for modders to use when creating graphs, etc.

MULTIPLAYER

Can now use DLC civilizations in multiplayer

Added Ring, Skirmish and Ancient Lake maps to MP.

BUG FIXES

Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.

Dead interceptor crash fix (occurred frequently in late-game, usually on the AI turn)

Movement limit crash fix (occurred when any high-movement unit, a gunship in this case, made use of the railroad bonus and moved beyond the engine visualization limits)

Crash fix for diplo AI. When the player witnesses an AI leader buy a minor ally, and aggressively purchased them back, the game would eventually crash when the AI leader would correctly try to complain to you about it.

The following crashes were all discovered via the Steam Crash Reporting system that Civilization V utilizes:

Crash - pCitizens->GetCityPlotFromIndex(iPlotLoop); is returning NULL in the CvPlayer:oRevolt loop.

Crash - Occasionally strange values are sent to the movement cursor code. Wrap and clamp the values before they get to the pathfinder.

Crash - Fix to divide by zero crash with AI buying plots.

Crash - In RouteValid, the CvTacticalAnalysisMap cell thinks a plot is claimed, but the plot itself has no owner.

Crash - Era out of bounds during a reload.

Crash - During a resync, a crash happens when GameplayUnitCreated calls CvPlot::GetActiveFogOfWarMode apparently because the game's ActiveTeam is NO_TEAM (-1).

[GAMEPLAY]

Fix to Golden Age length (for Reformation policy with both the Persian trait and Chichen Itze)

Corrected duration of golden ages generated from Taj Mahal and when a Persian player has Chichen Itza (Before the multiple 50% additions were "compounded" rather than added together into a 100% bonus.)

[UI]

Fix to blank science victory details screen

1.0.1.141Released 12/22/2010[STABILITY]

Fix for various rare crash bugs

[MODDING]

Re-enabled LUA library unused in the core game. It was removed because we didn’t think modders were using it, and apparently many, many are using it.

[GAMEPLAY]

Fixed bug where as Siam, food from Maritime City States didn't provide the expected result.

Make a few more negative promotions not pass through on upgrades

Made the Mandekalu mounted unit have the same negative vs city as the other mounted units

Increased the chance that the AI will improve sea plots

1.0.1.135Released 12/15/2010[AI]

[TACTICAL AI]

Proper evaluation of which enemy units can reach my units next turn.

Sorting enemy targets (within a class) by damage.

Combine bombardment fire from cities with other ranged fire where possible.

Never target a city for a ranged attack when they are already at (or going to be at) 1 health.

Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.

Make all forms of guarding improvements the lowest priority tactical AI moves.

Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.

Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.

Never use ranged units to provide flank bonuses.

Reduce chance of AI civs making "suicide" attacks.

Changes to better protect the capital or any city with an enemy within 5 tiles.

[VICTORY]

AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.

AI will be more aggressive about building Spaceship parts when going for Science victory.

[CIVS]

Tweak a few leader settings to be more likely to use their traits.

Adjust Napoleon to make more likely to go for culture.

[COMBAT/UNITS]

AI will not use Horse as defenders on hills as much.

AI will often build more defensive troops.

AI will more aggressively hunt barbs in the early game.

Slightly more naval units.

AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.

AI now builds, deploys, and uses air units more effectively.

Allow AI to build more units if above Prince.

AI will be more likely to build and bring siege units in a city attack.

Better nuke targeting by AI.

Won't build AA if no air threat.

Allow AI or automated human explorers to move to edge of sight range and then explore again.

[EXPLORATION/EXPANSION]

AI will emphasize getting an Ocean going explorer unit when the time comes.

AI slightly more likely to settle off home continent.

AI should colonize other continents regularly.

AI second wave expansion more aggressive.

Improve the AI's chances of setting up protected bombard attacks.

Settlers: should handle watery maps better.

AI will grab goody huts on other land masses.

AI will grab empty barb camps more often.

[WORKERS/CITY AI]

Large Cities should be more willing to build happiness and gold buildings.

Workers prioritize repair builds higher than other builds.

AI will be more likely to build a wall on any city that was an original capital.

Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.

More likely to build up economy early.

Multiple worker AI improvements.

[MISC]

Factor GS into flavors more.

Disband obsolete units even if not losing money.

Upgrade units a bit more.

Tweak flavors of policies a bit.

Have AI factor Grand Strategy into picking policies.

AI will factor grand strategy into tech choices a bit more.

AI don't send a barb expedition if defenses are critical.

AI less likely to pick a city on an inland sea for serious naval production.

Additional pathfinder optimization.

[GAMEPLAY]

[CITY/BUILDINGS]

Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.

Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game our of memory crashes significantly.

1.0.0.621Released 10/26/2010

Legacy saves for players who own Babylon will work correctly.

Mods that broke (will not load, and saves would crash on load) as the result of the .62 patch (full Civ mods mainly) now work correctly.

Scenario menu glitch corrected.

Exploit – Raze/Annex happiness fix.

1.0.0.62Released 10/22/2010UI

Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.

Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.

Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.

Selecting a great general will no longer cause yield icons to appear.

Added option to disable auto-unit cycling.

Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.

Misc additional fixes to mouse controls, and other interface issues.

Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.

Full screen crash fix. Game will now restart in Windowed mode if it cannot find a suitable full-screen resolution on first start.

Hall of Fame now records data correctly when using a Windows username with special characters.

Fix for Puppet State production exploit.

Misc crash fixes.

1.0.0.17Released 9/23/2010

Special character fix for Windows usernames: Users with non-english characters in their windows username would experience a game crash. This has been fixed, and a forthcoming fix will address an issue related to this where game victories are not recorded in the Hall of Fame.

Default resolution fix for DX9: Some users who have non-standard or below the minimum specification resolutions crashed before starting. Now, the system will change to Windowed mode and start so it does not crash.

AI city weighting: AI will not quite as freely offer up their cities when asking for peace.

Gold per turn glitch: When agreeing to a deal for anything above 5 gold per turn in exchange for something else (like a luxury), the deal would always only pay 5 gold per turn, regardless of the amount proposed. This has been corrected.

New Mode - Sequential - Similar to the way Single Player works, each player takes turns making their moves.

New Mode - Hybrid - turns are simultaneous as they've worked in the past, but when wars are declared, any players involved in the wars switch to sequential until the war is resolved. All other uninvolved players still play simultaneous.

New Mode - Pitboss - Your game can now run in a server mode, which allows players to connect, take their turn, disconnect, and come back later. Email notifications and steam notifications are built into the system. Once the system has received a healthy amount of feedback from the community, we will also include a stand-alone Pitboss server that does not require a steam account to run.

Added an "Observer" mode to watch a multiplayer game.

Added ability to play custom maps in multiplayer. Host and all players must place custom maps in the main games "maps" directory to be usable.

Added ability to kick a player in-game.

Added ability to save a game configuration from the Staging room, so players can keep various "favorite" game settings ready to go.

Reworked hot-join code to make hot-join much more reliable.

Reworked host migration to be more reliable.

Reworked lobby, added multiple improvements to the way games are setup, and added flexibility when loading a save, and all players are no longer available to play. Also added slot-type pull-downs so host can define the slot-type (like Open, Human Required, AI, and Closed).

Game will now auto-start when all humans have readied up.

Added hours/seconds label to turn timer edit box.

Tracked down and squashed many more causes of out-of-syncs and connection issues, as well as other general bugs.

New map options on the Setup Game menu. Now, DLC map packs are grouped into folders without having to go to Advanced Setup. Additionally, all the extra maps are placed in an “Additional Maps” folder.

Warmonger UI improvements:

Now there are 4 different levels of concern displayed by the AI about the player's warmongering.

Added a tooltip to the city banner for each city owned by a civ you are at war with that shows the warmonger penalty and/or liberation bonus.

Added a tooltip for warmonger penalty and/or liberation bonus to the Annex/Liberate/Puppet popup.

Trade Route Improvement: Update the UI to reflect the change in Trade Route gold if a Trade Route policy is picked.

Added "Click to move" and "Click to view" radio buttons to improve the behavior of clicking on a great work in the "Your culture" tab.

Deal History tab on the diplomacy screen now shows more relevant information.

Air Combat Preview: added preview of damage your bombarding air unit would take. Note that this information does not include damage from intercepting aircraft or anti-air units.

[BALANCE]

Warmonger Penalty

Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered.

Make the building up of warmonger threats more exponential than linear (Minor - Major - Severe - Critical)

Research Agreements

Adjusted the cost for Research Agreements based on era. The cost increase should now be more linear to coincide with the gross gold-per-turn of AI civs, and also slightly cheaper when Research Agreements can first be used.

Will now only be cancelled with a Declaration of War or by elimination of one of the involved Civs. Denunciations no longer cause the RA to yield zero beakers upon completion of the agreement.

Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).

Tourism: Further Benefits from Tourism when Influential with another Civ

Tenet: Gunboat Diplomacy tenet now makes military units 50% more effective at intimidating City-States. Also rearranged tooltip text for bullying score so that the positive factors are always first, for readability

Civ-Specific Balance

Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5% Production per City-State Trade Route across your civilization, not just cities that have a Hanse).

Congress: Made Diplo Victory more difficult by increasing the delegates needed to win (2 more on Duel, 7 more on Standard, 9 more on Huge). Also exposed delegate equation values to XML for future tweaking and ambitious modders.

City-State Influence: Cleaned up influence calculations when a City-State is killed, to ensure a future liberator will be the undisputed ally and receive the intended reward.

Ally influence is set to 45 (becomes Friends).

Friends influence is set to 15 (becomes Neutral).

Neutral influence is set to 0.

Negative influence remains as it was.

When liberated, the liberator's influence is set to 150 (becomes Ally).

Trade Routes: All City-State Trade Routes get +1 Base gold. Gold bonus from having a route connected to a city with a Market or Bank halved (from 2 to 1). Applies to unique versions of these buildings also.

Great Admirals now have a "Change Port" command. If either moving into a port or starting the turn in one, they can consume the rest of their moves to jump to another port city under their control.

Archaeology

Great Works of Writing (like the Rosetta Stone) now available from 30% of the Hidden Antiquity Sites. An alternative use of these is to create a "Cultural Renaissance" (equal to a Great Writer's Political Treatise).

There are now diplomatic bonuses for building Landmarks in both city state and major civ territory.

Air Combat

New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change.

Player now receives a warning that projected damage can go up if the air unit is intercepted; number of visible enemy anti-air units that haven't fired is also given in combat preview.

Change rules for razing cities to make it so the Holy City of any religion cannot be razed.

Reduced combat strength of XCom Squad from 110 to 100.

Influence anchor point increase gained from pledge to protect is now 5 (was 10).

[AI]

Custom AI per Civ

Custom worker code for Brazil: Automated workers will no longer remove jungle unless there's a resource on it (ie: bananas). Workers will remove jungle for resources (like spices and bananas) but otherwise will build Brazilwood Camps.

Custom settlement AI for Brazil: Includes player suggestions of city sites near jungle for Brazil.

Custom settlement AI for Indonesia: Doubled the fertility on lucrative sites that are not on the same continent as previous cities. This should help Indonesia to better use it's UA.

Custom settlement AI for Netherlands: Will now tend to favor marshes and flood plains when choosing a site to settle.

Custom settlement AI for Morocco: They should now consider desert favorable when making settlement choices/suggestions.

Custom settlement AI for Spain: Settling next to Natural Wonders should now be extremely attractive to Spain.

Custom settlement AI for Inca: Inca should now consider hills more favorably; hills bordered by one or more mountains get an additional bonus.

Air Combat AI: Never rebase aircraft to a city being razed.

Deal AI

Deal AI: Never ask for something from the human that we don't consider having any value (such as Open Borders from a distant civ).

Deal AI: make AI aware of the value of Open Borders as players close in toward Culture Victories;

Deal AI: Make it so the AI will never pay more than about 15 gold-per-turn. There were cases before of 40+ gold-per-turn.

Fix a legacy bug that prevented the AI from ever putting together offers for a luxury that a human player now has available for trade.

Deal AI: fix valuation of Open Borders so AI never says "I want to negotiate passage" but doesn't put anything on the table.

Deal AI: Have the AI accept totally even trades with the human (before they always wanted some small bonus, even when swapping embassies ... assuming they weren't putting the embassies on the table themselves).

Deal AI: AI now understands how to put things on YOUR side of the deal table.

Deal AI: AI properly values Gold in hand over GPT, so over 30 turns it won't get 150 for 5GPT. Instead only 85% of that.

Deal AI: Slight increase (about 7%) in the value the AI gives you in gold/gold-per-turn for things (this helped with getting them to always offer 1 GPT for Embassy).

Deal AI: Don't give such a huge (90%) discount on open borders with friendly players. Reduced to 65%.

Tactical AI

Tactical AI: Reduce overkill percentage from 50% to 25%. Previously, the AI would gather up much more strength than needed before trying to kill an enemy unit, which could bog down AI operations.

Tactical AI: Make sure units moving in formation don't use extra MP to "wander" a tile or two after their primary (formation) move for the turn completes.

Operational AI

Operational AI: On water maps (Archipelago, Islands, etc.) allow land operations to have a few units "spill out” onto water tiles so the operation doesn't get bogged down trying to get to its target. Also don't use the bigger city attack formation (16 units) on such a map (use 12 instead).

Operational AI: Weight barbarian camps within 10 tiles of one of your cities heavily; start up operations to eradicate them quickly.

Military AI

Military AI: Civs with very high FLAVOR_OFFENSE settings (7+) will buy military units with spare gold more frequently. Will boost the number of early attacks we see, especially on high difficulties.

Military AI: when rebasing air units, prioritize carriers within operations over those that aren't assigned to an operation

Homeland AI: Fix bug in ExecuteMovesToSafestPlot() where it would consider leftover moves from another unit, meaning the safest plot was not actually chosen. This essentially makes the AI better at determining safe plots to run to when a unit has to flee from danger.

Policy/City AI: Added a player strategy to focus on religious buildings and wonders if the AI has started the Piety social policy tree.

Diplomacy AI: Increase chance of City-State conquest if that City-State is a neighbor on your way to get to a targeted major power.

Ideology AI: If it’s possible to take a Level 3 tenet, make sure the AI always takes the one available that matches their current Grand Strategy choice.

Space Race AI: Don't consider capitals to be "medium cities". This change allows AI to start Apollo Program far earlier in Information Age starts where few cities are "Large" until 30+ turns in.

Great General AI: Fix rare case of AI trying to plant a Citadel on a tile that already had one.

Great Admiral AI

Great Admiral AI: The AI now takes advantage of the Transfer Port move to get Great Admirals out of dangerous cities and into the largest bodies of water

Great Admiral AI: Have the AI send Great Admirals out with more naval operations; have them stack with friendly units like Great Generals do on land.

Great Admiral AI: Improve the operational movement code for admirals to get to their targets.

Changed MINIMUM_SETTLE_FERTILITY to 20000, up from 5000 to keep AI civs from settling worthless plots. Added some logging code to track plot values.

Congress AI: When an Embargo on an AI player is proposed, that player will always use all of its Delegates towards preventing the Embargo.

Archaeology AI: Make it possible that the AI will choose to gain the diplo benefit by turning an antiquity site into a Landmark in city state territory

Science AI: upped the flavor numbers on Library, University, Public School, and Laboratory. Removed 'MILITARY_TRAINING' flavor from Library and University. Added culture flavor to University to support Archaeologist generation.

[GAMEPLAY]

19 new Great Works of Art. This is to address players running out a bit too early in larger games.

Added 3 more City-States (Vilnius, Bogota and Wellington, one of each type).

[SDK]

Beta password for the SDK tool required to access new content.

Added ability to swap player slots while in the staging room.

Stand-alone pitboss server app now included with the SDK.

New SDK launcher that includes the pitboss server (see addendum for quick-start guide).

[MULTIPLAYER]

Dedicated server added via SDK.

A human player's civ icon will now show as unmet in a multiplayer match until the local player has met that civilization. The human player's name will be known even when unmet. Made this consistent between the score list and the turn queue.

Additional refinement of hot-join system.

Players joining multiplayer games now delay the transition to the staging room until they have completely registered with the game.

Making the pitboss network modes selectable from the multiplayer select menu.

Now possible to switch player slots/civs in the staging room. This allows new players to select the ai civ they wish to replace when hot joining or loading a saved game.

Additional stability fixes.

[SCENARIOS]

Civil War Scenario Balance: apply a gentler scaling to city defense strength based on percentage of tech tree researched.

[MODDING]

Sound modding now supported. Added a "Reload Audio System" option to ModBuddy. Example mods will be uploaded to Steam Workshop at launch.

[BUGS]

Fixed an issue where you receive a Free Building in a city that had hard built the same building. Before the hard-built building would be sold off (deleting its effect) but due to a logic area the effects for the same (free) building would not be reapplied. Should fix Aqueducts from the Tradition finisher, Broadcast Towers from CN Tower, etc.

Fixed an issue causing Indonesia to get unique luxuries when acquiring a city on another continent through conquest or trade.

Statue of Libery +1 production now applies to Writer and Musician specialists

Fixed a World Congress AI logic error where the number of Great Person improvements a player owned was counted incorrectly.

Fixed a World Congress AI logic error which had cultural players valuing some resolutions less than they should.

Mongol Scenario: restore custom names for at start Mongol units.

Fixed a bug where gold per turn gained from resolutions would not be displayed correctly. There are no resolutions that give gold per turn, but modders can use it.

The denouncement counter (Declare War pop-up) now properly counts down rather than always reporting 49.

Make Harbor tooltip consistent with other buildings such as Markets and Banks (they all say “additional 1 Gold” instead of 2 gold – this is then multiplied by 2 before the final gold amount is listed for a SEA trade route).

Fixed an issue where the total number of techs a player could steal was being zeroed out prematurely, causing the tech steal to never resolve.

Properly enforce restriction that you can't found a pantheon when a religion has been enhanced and a number of pantheons have been created equal to the maximum number of religions allowed on that size map.

Tutorials – The tutorials now enforce that only the base game rules and UI are used for tutorials.

Additional misc bug fixes.

AI embarked civilian units could plunder enemy trade routes. This has been fixed.

Muliplayer: Fixed an early-game OoS (followed by a broken match) that could occur when playing between a player running DX9 and a player running DX11 on certain maps.

An AI gifted City-State (or city) could cause a game hang if the player did not make their choice immediately (liberate, puppet, etc.) because if you paused, and then liberated, you could get a production prompt for the city which you no longer owned, blocking turn progress. This is now fixed.

Fix a bug that could prevent paratrooper from appearing after AI moves and was causing planes from not fading out after re-basing.

Fix a bug that could cause existing pre-patch saves to sometimes display “1 turn to construct Fishing Boats” on Tundra tiles in the tool-tip. Note, if you have already saved your game with this glitch already in place, you're stuck with it, but it's benign.

UI: Fixed the logic for calculating the total number of original capital cities a team owns and determine if there is a clear winning team.

UI: Fixed logic to make sure we always designate one player as "winning" with most original capitals controlled in the notification (which makes this consistent with the Victory screen).

UI: Fixed "Discuss" UI so you cannot ask for a DOF when one is already in place.

Crash fix: If you find a Great Work of Writing and don't have a Writing slot available, UI would incorrectly check if you had an Art slot (instead of Writing slot) available before deciding to give you the choice to take the writing back home (instead of the Cultural Renaissance). But if you made this choice and no slot was available the game would crash.

Multiplayer: Waiting for Player tooltip now shows "Unmet" for the civilization of unmet human players.

Multiplayer: Making the dedicated server be windowed by default to prevent a crash that occurs if you start the pitboss server over a remote desktop connection while in fullscreen. If you are already encountering the error, open your GraphicSettingsDX9.ini, and set FullScreen = 0.

Multiplayer: Fixed an issue where Players were unable to open incoming diplo proposals in multiplayer if they had already made a proposal of their own.

Multiplayer: In hotseat games, diplomacy with Player 0 could block diplomacy for other human players.

Windows 8 touch: Steam Layer in-game (for inviting friends to MP, etc.) was not usable. Finger clicks would read in the game even if the in-game Steam Layer was up. This has been corrected.

Fixed an issue causing a slow-down in turn times.

Score for being able to bully a city-state is now more determined by military units near the city-state and less determined by player's global military ranking.

Players were getting public declarations from unmet civs (like minor state protection declarations) that revealed the player name.

Germany: Fix the German Hanse so its bonus only reflects production.

UI: There were two fishing actions visible on the Sailing tech. This is now corrected.

UI: Adjusted the logic for calculating turns left for next social policy (was sometimes off by 1).

UI: Fixed a few popup dialogs that were not correctly triggering the PopupShown message.

Multiplayer: Reconnecting players would revert to the default multiplayer handicap. We now cache the handicap of the last human player to occupy a civilization.

Multiplayer: Invites to standard internet multiplayer games were only bringing the player to the main menu if they accepted when the game was not running.

Several fixes to Lua loops that were not taking into account that Lua's for is a <= and not a <.

AI embarked civilian units could plunder enemy trade routes. This has been fixed.

Muliplayer: Fixed an early-game OoS (followed by a broken match) that could occur when playing between a player running DX9 and a player running DX11 on certain maps.

An AI gifted City-State (or city) could cause a game hang if the player did not make their choice immediately (liberate, puppet, etc.) because if you paused, and then liberated, you could get a production prompt for the city which you no longer owned, blocking turn progress. This is now fixed. To work around it for now, make your choice quickly.